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Re: ModMyFactory - mod manager and more

Posted: Sat Aug 22, 2020 5:16 pm
by viny123
The program crashes when I add 7 mods in a modpack. I tried different mods and 6 mods always work but 7 mods gives me a program freeze, after which it crashes.
The log stops at "saving settings" and I cannot reopen the program after this. I have to delete the ModManager map in roaming before I'm able to open it again.

Any ideas on what it could be?

Re: ModMyFactory - mod manager and more

Posted: Sun Aug 23, 2020 12:20 am
by Artentus
There is apparently a number of issues related to modpacks. I will try to identify and resolve those whenever I find the time to.

Re: ModMyFactory - mod manager and more

Posted: Sun Aug 23, 2020 7:04 am
by recall2000
The program crashes when I add 7 mods in a modpack. I tried different mods and 6 mods always work but 7 mods gives me a program freeze
FYI, I can add more than 6 mods OK. I get a couple that won't add (ToDo List and Disco Science specifically) but no crash. I was trying to replicate my Krastorio 2 Extended modpack in MMF1. Think it's over 30 mods in total (I know, I know :D ) It doesn't crash for me when adding mods but I get the minor display issues as posted before.

MMF1 works for me, with some manual intervention to merge 0.18 and 1.0 mods when I update, but it works fine.

Cheers.

Re: ModMyFactory - mod manager and more

Posted: Sun Aug 23, 2020 2:34 pm
by PowerOnly
I've been digging through the forum looking for a resolution to this crash I'm experiencing.

****
System.ArgumentException: '-2147483648' is not a valid value for property 'Width'.
at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
at System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
at ModMyFactory.Controls.LayoutRoundingWindow..ctor(WindowInfo info, Int32 defaultWidth, Int32 defaultHeight)
at ModMyFactory.Views.OnlineModsWindow..ctor()
at ModMyFactory.ViewModels.MainViewModel.<DownloadMods>d__242.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__239_1>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

****
This recently started and only happens when attempting to download mods through MMF.

My version is 1.10.3, running Win 10 64 on an MSI laptop.

Re: ModMyFactory - mod manager and more

Posted: Sat Aug 29, 2020 2:36 pm
by KroshkaRoo
Great mod manager.
It delete ALL my mods on first start

Re: ModMyFactory - mod manager and more

Posted: Sat Aug 29, 2020 9:34 pm
by Artentus
That is, in fact, not possible, MMF does not thouch any of your existing mod files nor any other existing files.

MMF does, however, use its own mod configaration that is entirely separate from any existing configurations like Steam or the standalone installer. And naturally this configuration is empty at first start.
This configuration is only used if you start Factorio through MMF. If you start it like normal Factorio will fall back to its own configuration again, completely unchanged.
If you want to use your existing mods in MFF you can simply import them from the old location.

Re: ModMyFactory - mod manager and more

Posted: Mon Aug 31, 2020 4:59 pm
by DJQuad
Thanks. I think I have it now; ticking a mod enables/disables it, and ticking a modpack enables/disables the mods in that modpack (I checked the json file as I tried it).
I'm a little confused how the launching works - I'm trying to launch Sandbox but when I hit Start Game it loads all of the mods, not just the one checked under Sandbox -
modmyfactory1.png
modmyfactory1.png (99.63 KiB) Viewed 5584 times

Re: ModMyFactory - mod manager and more

Posted: Mon Aug 31, 2020 8:19 pm
by recall2000
If you click the Factorio button on the right you'll see the screen to create a shortcut. Click the shortcut arrow next to the Factorio version you want to use and then pick the modpack to start with and it should launch just those mods if you use the resulting shortcut to start the game. That's how I've done it. If you experiment with checking/unchecking mods/modpacks and check the changes on the mods/modpacks json files it *should* have those checked as "enabled" in the json file.

ModMyFactory 2 Alpha 2.1.4 released

Posted: Mon Aug 31, 2020 8:41 pm
by Artentus
Small update that solves the login issue

Re: ModMyFactory 2 Alpha 2.1.4 released

Posted: Mon Aug 31, 2020 11:32 pm
by recall2000
Artentus wrote:
Mon Aug 31, 2020 8:41 pm
Small update that solves the login issue
Thanks. Just confirming the login works. I will try this properly tomorroww now; gone midnight....so should get *some* sleep :)

ModMyFactory 2 Alpha 2.2.0 released

Posted: Wed Sep 02, 2020 2:33 am
by Artentus
  • Improved Drag&Drop in the manager
  • Modpacks can now be deleted
  • Fix an issue causing MMF to not properly shutdown, possibly resulting in subsequent corruption or crashes

Re: ModMyFactory - mod manager and more

Posted: Thu Sep 03, 2020 7:06 pm
by DJQuad
Shouldn't hitting browse be asking for which save to load rather than a folder?
loadsave.png
loadsave.png (60.22 KiB) Viewed 5467 times
Is there any documentation or videos on how to use MMF2? :)

Re: ModMyFactory - mod manager and more

Posted: Sat Sep 05, 2020 8:21 am
by Artentus
Indeed it should, I'll take a look at that.

I will start writing documentation once all of the UI is finalized. Currently many things are still placeholders and I don't want to do everything twice.

Re: ModMyFactory - mod manager and more

Posted: Sat Sep 05, 2020 2:58 pm
by DJQuad
Sounds great. I went ahead and created a shortcut but after launching it -
shortcut.png
shortcut.png (10.12 KiB) Viewed 5429 times

Re: ModMyFactory - mod manager and more

Posted: Thu Sep 10, 2020 1:03 pm
by recall2000
DJQuad wrote:
Sat Sep 05, 2020 2:58 pm
Sounds great. I went ahead and created a shortcut but after launching it -

shortcut.png
Open the shortcut properties and change the .dll to .exe and it should work.

ModMyFactory 2 Alpha 2.2.1 released

Posted: Thu Sep 10, 2020 4:34 pm
by Artentus
Fixes the link issue

I've also streamlined the available precompiled releases to reduce confusion.

Re: ModMyFactory - mod manager and more

Posted: Sat Sep 12, 2020 2:59 pm
by PowerOnly
So I've done away with MMF 1 and replaced it with MMF 2.

The problem I keep running into is whenever I create a modpack, whether or not I add any mods, on closing MMF 2 and reopening the program, all modpacks are gone.

For reference, I'm using MMF 2 v 2.2.0.11.

Correction, I downloaded and used V 2.2.0.12 and have experienced exactly the same behavior.

Additionally, on starting MMF 2, I usually have to go into the task manager and shut down a failed start. Usually the second attempt to start the program will run it just fine, but without any modpacks i may have tried to create prior to closing.

ModMyFactory 2 Alpha 2.2.2 released

Posted: Mon Sep 14, 2020 1:17 am
by Artentus
Fixes multiple issues and crashes related to modpack saving and app shutdown

@PowerOnly this may fix your issues

ModMyFactory 2 Alpha 2.2.3 released

Posted: Tue Sep 15, 2020 7:07 pm
by Artentus
Fixes more crashes related to file access. I hope this is the last one.

ModMyFactory 2 Alpha 2.2.4 released

Posted: Fri Sep 18, 2020 2:59 am
by Artentus
Fixes a couple of crashes that could occur when enabling or disabling mods and modpacks and fixes an error that could cause a link to not enable the correct mods.